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Messages - fartron

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1
DF Dwarf Mode Discussion / Re: Armor Volume, Weight
« on: April 27, 2020, 11:12:38 am »
It's possible they use an entirely different formula, but if block doesn't matter then shields and bucklers are much closer in weight.

Assuming the same formula, with only step factor modifying the weight and shields targeted at hands, I get a copper shield back around 12 urists.

Spoiler (click to show/hide)

2
DF Dwarf Mode Discussion / Re: Armor Volume, Weight
« on: April 27, 2020, 10:13:30 am »
I have to guess a lot for shields.

I guess the system uses their chance to block as a percentage the same way the rest of the armor uses coverage and layer size. And I guess that they are destined for arms even though dwarfs are usually seen just carrying them in their hands. Using the hand % of the body plan gives very low numbers that don't sound right. But UristDaVinci didn't post a percentage for arms, and I don't quite understand how he got his numbers. So working backwards from his %s and the body data in the raws I would guess that arms are 7.35% or .0735 in the spreadsheet.

Spoiler (click to show/hide)

This gives me results that at least look close to possible. The wiki says that copper shields can weigh 13 urists and I'm getting just under 12. If the % of the body part is closer to .08 (maybe it includes the hand and the arm? maybe i'm wrong about how to get the %?) then I get a copper shield just under 13 urists.

Spoiler (click to show/hide)

The weight ratio stays the same either way, but it's still a bunch of guesses.

3
DF Dwarf Mode Discussion / Armor Volume, Weight
« on: April 26, 2020, 02:11:46 pm »
The Armor page on the wiki doesn't have the actual volumes of the armor pieces and I couldn't find information on their weight anywhere, despite lots of people talking about encumbrance. I decided to use the formula from this talk page on the wiki http://dwarffortresswiki.org/index.php/DF2012_Talk:Weight to make an excel sheet. This is all for armor constructed by dwarfs, for dwarfs. Goblinite and immigrant gear will be way off. Let me know if you see any obvious mistakes.

Spoiler (click to show/hide)

and here's a table with just the results

Spoiler (click to show/hide)

Low boots don't seem to be worth cutting corners for light-weight uniforms, but this makes me think steel caps might be more useful than I realized. Especially for civilian or marksdwarfs.

4
in dfhack the tiletypes tool will let you flip the aquifer tag on individual tiles or a range of tiles. i would make a copy of your save though, you can break things with it.

something like
tiletypes
p aqua 0
r 16 16
<enter>


should clear out a 16x16 square with the cursor in the upper left corner

5
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: March 14, 2018, 01:43:39 pm »
was getting crashes the instant a caravan arrived
closing stonesense just before the caravan seems to stop it

6
DF Gameplay Questions / Re: Mining for stone and ore with ramps & channels
« on: November 29, 2015, 04:38:57 pm »
Ok, and does it happen at the same frequency as if you had dug both layers individually?

7
DF Gameplay Questions / Mining for stone and ore with ramps & channels
« on: November 29, 2015, 04:11:39 pm »
When digging channels and ramps, and removing two tiles of material (across z-levels), do you get two chances to create a boulder/ore? I don't see anything on the wiki about this.

8
last time i tried the quickfortress i was getting errors on some of the setup blueprints and i had to manually set stockpile links and stuff.

i don't remember where the stack is, but can't you just construct an area above the pumps for wheels? generators aren't a bad idea though.

9
DF Gameplay Questions / Weapon attack choice
« on: February 18, 2015, 03:52:08 pm »
How do weapon attacks get chosen? How often is a short sword a slashing weapon vs a piercing weapon, for example? Is it just as likely to be a blunt weapon because it also has a pommel attack?

10
DF Modding / Re: The Civilization Cookbook
« on: February 10, 2015, 11:31:53 am »
I've been playing with adding creatures lately, and the description of the PET tag is misleading. It's entirely possible for non-exotic pets to be absent from the embark screen if the civ never encounters them. Only the COMMON_DOMESTIC tag guarantees putting a creature on the embark list, and this also gives it to the human civs.

11
DF Dwarf Mode Discussion / Re: Shearing trolls?
« on: February 08, 2015, 12:31:54 pm »
The trolls need one of the pet tags and the dwarves need [USE_EVIL_ANIMALS] but i haven't tried changing them mid-fort, only pre-gen.

12
DF Dwarf Mode Discussion / Re: New to Reclaim
« on: February 07, 2015, 02:28:00 pm »
At site selection you can press a key to bring up the list of retired/abandoned forts for reclaim, I think it's R.

13
DF Dwarf Mode Discussion / Re: DF2014 (v0.40.24+) Worldgen Cookbook Thread!
« on: February 07, 2015, 01:56:06 pm »
I'm looking for an embark that mimics the old 2D locations and can be (mostly) played on one z-level. A woodland biome on the left with a river running parallel to the cliff of the mountain biome to the right. If the cavern and magma can be brought up to the same level somewhere to the right, that would be ideal, but I don't know if that's realistic or how many biomes it would take. I haven't played with their settings in gen much.

14
DF Gameplay Questions / Re: "Zoom to" misaligned
« on: February 07, 2015, 01:28:14 pm »
When this happened to me, I found cycling through the screen layouts (tab key) recentered things.

15
Wiki says it was between 23a and 40d. Its easy to play a mostly flat fort in a newer version though. Could probably even generate (or paint) a map mimicking the old river-to-cliff layout.

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